Cubes, cones, cylinders, and spheres. Sounds sophisticated? Only until you look at Tana Hoban's incomparable photographs and realize that those shapes are the stuff of everyday life. They are all around us all the time. In our houses, on our streets, in our hands. In yet another breathtaking book, Tana Hoban wakes us up to our world and makes us see it.
Whenever you are -- inside or outside -- there are shapes to discover. And with Tana Hoban's help you will begin to see them. Look around. How many circles, squares, stars, triangles, hearts, and rectangles can you see? They are everywhere!
In this introduction to polygons, a triangle convinces a shapeshifter to make him a quadrilateral and later a pentagon, but discovers that where angles and sides are concerned, more isn't always better.
Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! In just a couple of weeks, build a ray tracer that renders beautiful scenes with shadows, reflections, refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer forward. Use whichever language and environment you prefer, and do it entirely test-first, so you know it's correct.
“Form,” writes the author, “is developed by means of light and shade; without these every object would appear flat.” Originally published in the mid-nineteenth century, this classic approach to three-dimensional drawing was the first book to provide art students with instructions for correctly illustrating perspective outlines of various objects. An art historian noted for her authoritative reference works, Merrifield clearly demonstrates the principles of light and shade by revealing the effects of common daylight, sunshine, and candle or artificial light on geometrical solids. Her simple explanations are accompanied by illustrations of cubes, prisms, pyramids, cylinders, spheres, ovals, and cones. As useful and practical today as it was when first published well over a century ago, Light and Shade provides beginning and advanced art students with valuable insights into effective drawing and sketching.
The 35th anniversary edition of the classic how-to book that has helped millions of artists learn to draw. When it was originally published in 1970, How to Draw What You See zoomed to the top of Watson-Guptill’s best-seller list—and it has remained there ever since. “I believe that you must be able to draw things as you see them—realistically,” wrote Rudy de Reyna in his introduction. Today, generations of artists have learned to draw what they see, to truly capture the world around them, using de Reyna’s methods. How to Draw What You See shows artists how to recognize the basic shape of an object—cube, cylinder, cone, or sphere—and use that shape to draw the object, no matter how much detail it contains.
Programming with OpenSCAD is a STEM-focused, learn-to-code book for beginners that introduces core computational thinking concepts through the design of 3D-printable objects. Develop coding skills as you build increasingly complex 3D models and print them into fun games, puzzles, and more. OpenSCAD is freely available open source software that enables nondesigners to easily create 3D designs using a text-based programming language. It’s a great language for beginners because the instant 3D visualization gives you immediate feedback on the results of your code. This book channels OpenSCAD’s visual benefits and user-friendliness into a STEAM-focused, project-based tutorial that teaches the basics of coding, 3D printing, and computational thinking while you develop your spatial reasoning by creating 3D designs with OpenSCAD. Presuming no prior experience with either programming or 3D design, each chapter builds a scaffolded understanding of core concepts. You’ll start by defining, drawing and displaying geometric primitives with text-based code, then expand your creative toolbox with transformation operations – like rotating, reflecting, scaling, and combining shapes. As the projects become more sophisticated, so will your programming skills; you’ll use loops for replicating objects, if statements for differentiating your designs, and parameterized, self-contained modules to divide longer scripts into separate files. Along the way, you'll learn 3D printing tips so that you can produce physical mementos of your progress and get physical feedback that lets you correct mistakes in real time. In addition, the book provides hands-on and accessible design exercises at the end of each chapter so that you can practice applying new concepts immediately after they are introduced. You’ll learn: Programming basics like working with variables, loops, conditional statements, and parameterized modules Transformation operations, such as rotate, reflect, and scale, to create complex shapes Extrusion techniques for turning 2D shapes into elaborate 3D designs Computational-thinking concepts, including decomposition, abstraction, and pattern recognition OpenSCAD’s Boolean, Minkowski and hull operations for combining multiple 3D shapes into one 3D design fundamentals, like navigating the xyz-axis, orthogonal vs. perspective views, and constructive solid geometry Organizing bigger designs into separate files to make code more readable and collaborative Accessibly written for a wide audience (advanced middle schoolers, high school students, college students, artists, makers and lifelong-learners alike), this is the perfect guide to becoming proficient at programming in general and 3D modeling in particular.
At Corkscrew's party, everyone wants to play. Every game the kids try needs a different number of players, and they never have the right amount. The little pig and his parrot friend know how to solve the problem--if only they can get the kids to understand ! Corkscrew stars in this delightful companion to The Wishing Club.